Community Process strategy
From Team Fortress Wiki
This article is for the map Process.
|Community Process strategy|
|Map type||Control Point|
|File name:|| |
|Developer(s):||Ian "ScorpioUprising" Cuslidge|
|Health Kits:||×5 • ×10|
|Ammo Boxes:||×12 • ×8|
This article is about Community Process strategy.
General (All Classes)
- The fact that most areas in the map are very open makes Demomen and Soldiers very prone to sticky jump and rocket jump in from the above.
- There are many flank routes on this map, so keep an eye out on all sides rather than just one.
- Gaining control over the shipping containers on the middle is a key factor to capture the middle point, since it gives a massive height advantage over the enemies.
- By crouch-jumping onto the smaller rock on the right side, every class can get themselves on top of containers, however, the ones who can take advantage of it the most are Scout, Soldier and Demoman.
- Make use of the open area and differences in elevation to dodge enemy fire.
- Scout can quickly double-jump from the chokepoint onto the rock in the middle point area and from there onto the containers. This is a very good position to deny enemy soldiers from rocket jumping onto your Medic, especially on a Mid fight (competitive)
- You can double-jump onto the boiler in the lobby area of the last control point to hide and wait for the right moment to back-cap the point.
- Openness of the areas makes pistols generally more viable choices, as they provide Scout with the ability to reliably hit enemies and buildings from safe distance, although the Flying Guillotine combined with the Sandman’s stun ability might also prove to be useful.
- Big areas don’t work in favour of the Rocket Launcher, so use rocket jumping to get yourself on the containers or rocks to close the distance between you and your enemies and gain height advantage.
- Small rooftops just behind medium healthkits around the middle control point not only are great spots for assaults, but also help controlling key areas, like the said healthkits and the containers.
- Since the skybox is high and there is plenty of ramps Soldier can slide off on this map, moving and assaulting enemies with rocket jumps is quite easy and rewarding, though when relying on them frequently, equipping the Gunboats is advised.
- Some rocket jumps can be utilized to reach the Medic. Medic Picks are very important in 6v6 and can be achieved with synchronized jumps with both the Pocket and Roamer.
- Pyros have an advantage on this map, as there are no available water sources for players to reach. Use the hit-and-run tactic to kill other players by Overtime burning.
- Using both flanks on this map and the Backburner can wreak havoc among the enemies.
- Since in open areas flamethrowers don’t work well, the ability of flare guns to ignite the enemies from a distance is a good way of dealing damage as Pyro on this map.
- The Thermal Thruster can be used to very quickly cover large amounts of ground and when used right, makes it possible for Pyro to even land behind the enemies without them noticing.
- Make sure to place stickytraps on points to slow down or stop the enemy team from capping.
- Try sticky jumping onto the shipping containers in the middle control point area to gain a height advantage.
- A Demoknight stops being useful when attacking the last control point, as it is often guarded by Sentry Guns, against whom he is mostly powerless or at the very best not effective.
- The Scottish Resistance can be of much help when defending control points, as multiple routes, that lead to all of them, are hard to guard with traps made of only 8 stickybombs in total.
- Because of the enclosed area, Heavy is best for defending the final control point, and acting as a meatshield to discourage enemy advances.
- Having control over every higher elevation possible is the most reliable way to play Heavy on Process.
- As a result of the open area, this map's middle and second points are not good places for Engineer nests; your buildings will be seen and spammed easily by the enemy team.
- Since the distances between the control points are not long and by the time you build and upgrade a teleport exit your team is likely to either capture the next point or lose its point to the enemy, building a teleport becomes reasonable only when neither of the teams has been able to gain control over the enemies’ territory for about two minutes or longer.
- At times when a teleport is needed, it is best to build its exit either in the corner of the containers, the one close the smaller rock of your team's side, or under the spire of the second control point, depending on the situation.
- A mini-sentry on the containers, or somewhere on the higher grounds around the second control point, is a great counter to enemy Scouts, Soldiers and Demomen jumping in.
- The open area leaves little room for hiding, so be careful of enemy Snipers who may try to headshot you.
- The safest areas to be in are behind the bigger rock on the middle, behind the stairs leading onto the second point and on the catwalk above the first respawn area.
- Despite long sightlines making Sniper’s life easier, by using flanks enemies, especially Scouts and Spies, can avoid every single one of them and counter Sniper.
- The Jarate can be thrown onto the point from basically every entrance leading to its area.
- From the small hills in the second capture point area Sniper can see all the way behind the medium healthkit of his team’s side.
- As the map is relatively large and ammo packs are not very plentiful, it is recommended for you to use the Invis Watch. However, the Cloak and Dagger can be more viable for attacking the enemy's last point.
- The Dead Ringer can be easily heard from most places, which makes using this item inadvisable in most cases.